• Black Mesa Source V5 - "They're still working on Xen?"
    5,007 replies, posted
[media]https://www.youtube.com/watch?v=zVYJ9o6Bddo[/media] This seriously should be the startup vid.
[QUOTE=Tommyx50;47763665]I just tested, and the HL1 houndeyes work almost the same in combat. They don't have a few of the AI quirks, but in terms of combat the HL1 houndeyes don't flank. They just run up to the minimum distance and attack ASAP...[/QUOTE] The houndeyes also sometimes jump backwards to avoid shots with their one leg.
Humanity vs Xen, who will win? (I wasn't opening that door btw) [media]https://www.youtube.com/watch?v=apv7s_oVUWc[/media]
[QUOTE=I6NIS;47771946]Humanity vs Xen, who will win? (I wasn't opening that door btw)[/QUOTE] Honestly, I'd be for leaving that in. That's awesome.
Would it ever be possible to have a door opening animation? Its not really necessary by any means but it would be cool to see a guard or the hecu kick open a door before shooting
Now custom skins aren't working again. Any ideas on how to fix this? EDIT: Thanks Xubs!
Livestream has started [url]http://www.twitch.tv/blackmesagame[/url] edit: [IMG]http://puu.sh/hVEJJ/94122e7b64.png[/IMG] I knew it :D
Just started a full new playthrough and noticed two bugs early on: It's still possible to do the "Save the doomed elevator" bug if one brings a chair from earlier on in the level, but that's not what the problem is. The problem is that if you do, the map can't change, but neither can you remove the chair, so you're stuck like this until you reload. [thumb]http://i.imgur.com/pXzlPRO.jpg[/thumb] This isn't a big bug, but the position of the fire here makes it very difficult to avoid hurting yourself or your security guard I've found, even if one hugs the edges of the wall [thumb]http://i.imgur.com/gTy54Wl.jpg[/thumb] And just one more thing, it might just be my rig, but I'm noticing a lot of screen tearing in the area right before you get on the elevator to go to Office Complex.
Does the retail BMS have the hazard course?
There's a mod remaking the hazard course, i think they are even using the BM tram voice actress for Gina. Also I hope they add voice filters to the HECU. I love the new guy and I want to hear how his voice sounds with HL1-style filters and radio cracks. Actually I'm also curious how the new HECU VO would sound pitched down similar to HL1.
[QUOTE=Xubs;47775775]no, I don't think there are any plans to include it either, even on final release. I think they've deemed it not necessary, which, whatever. Maybe they'll reconsider. If they don't do it, I can easily see why since the game [I]already has[/I] Half-Life 2-style minitutorials when you approach a certain area where you may need to know how to do something. Like how it tells you how to crouch-jump on the right side of the screen when you approach a ledge only surmountable by crouch-jumping.[/QUOTE] While the Hazard Course is cool and all, I do like more dynamic tutorials and the expectation that someone's brain is above DSP in capability. [sp]no we don't need to post the crouchjumping video yet again[/sp]
[media]https://www.youtube.com/watch?v=zs1IKZv8YyY[/media]
For the record, auto crouchjump would have saved this man's brain cells.
[QUOTE=chipsnapper2;47776279]For the record, auto crouchjump would have saved this man's brain cells.[/QUOTE] Are you assuming he has any to begin with?
I was a bit bored today, so I messed around a bit with the npc_gonarch entity and shit I ended up with this [url]http://webm.host/fd75b/[/url] it's a bit hacky, but hay it works about fine shame that the npc_baby_headcrab is completely broken tho, I may be tempted to make it spawn regular headcrabs instead if I want to work on it further
Honestly the baby headcrabs were unpleasant to fight, regular ones would be far preferable.
The Hazard Course would've been a smart decision rather than just explaining it once and never again, I rather felt sorry for DSP. *Sometimes* it's okay to chuckle.
[QUOTE=teddthebucfan;47775555]Just started a full new playthrough and noticed two bugs early on: It's still possible to do the "Save the doomed elevator" bug if one brings a chair from earlier on in the level, but that's not what the problem is. The problem is that if you do, the map can't change, but neither can you remove the chair, so you're stuck like this until you reload.[/QUOTE] Could you explain how you did this in more detail? I was sure I'd fixed this, I tested it a bunch when I reworked that scene. There's a trigger under the elevator set to kill physics objects, so that shouldn't have been possible. Also, did anyone notice you can get through that bit without pressing the button and killing the scientists now? That was something I hated in the mod, so I changed it. [QUOTE=Bloodshot12;47775940]There's a mod remaking the hazard course, i think they are even using the BM tram voice actress for Gina. Also I hope they add voice filters to the HECU. I love the new guy and I want to hear how his voice sounds with HL1-style filters and radio cracks. Actually I'm also curious how the new HECU VO would sound pitched down similar to HL1.[/QUOTE] Both myself and Michael have been bugging our programmers to implement a voice filter for the gasmask Marines. It would need to be done in code so we don't double up on the lines. We want this for a future update. If all goes according to plan, the HECU will have new response rules, voice lines and scripted scenes in future updates too.
[QUOTE=TextFAMGUY1;47777812]Could you explain how you did this in more detail? I was sure I'd fixed this, I tested it a bunch when I reworked that scene. There's a trigger under the elevator set to kill physics objects, so that shouldn't have been possible. Also, did anyone notice you can get through that bit without pressing the button and killing the scientists now? That was something I hated in the mod, so I changed it. Both myself and Michael have been bugging our programmers to implement a voice filter for the gasmask Marines. [b]It would need to be done in code so we don't double up on the lines[/b]. We want this for a future update. If all goes according to plan, the HECU will have new response rules, voice lines and scripted scenes in future updates too.[/QUOTE] Why not apply the filter to the already existing lines? Too "dirty"?
[QUOTE=halfer;47777959]Why not apply the filter to the already existing lines? Too "dirty"?[/QUOTE] Don't want every single Marine to have the voice filter, only the Gasmask ones. None of us liked it when every Marine had the voice filter. We don't want to ship with 2 sets of voice files (one filtered and one unfiltered), it's a waste of space and bandwidth, and unnecessary extra work. I'm just talking about what I'd like to see, doesn't mean it's necessarily going to happen.
IMO it would be interesting to have the voices sound more filtered the further away the npcs are from the player, similar to the gunshot distance effect the pistol and smg sounds have.
[QUOTE=TextFAMGUY1;47778012]Don't want every single Marine to have the voice filter, only the Gasmask ones. None of us liked it when every Marine had the voice filter. We don't want to ship with 2 sets of voice files (one filtered and one unfiltered), it's a waste of space and bandwidth, and unnecessary extra work. I'm just talking about what I'd like to see, doesn't mean it's necessarily going to happen.[/QUOTE] Having a voice filter can also improve when the grunts are talking to each other. Like the 2 grunts that talk about Freeman and ground-zero right before the rocket in on a rail.
[QUOTE=Xubs;47776293]too bad it's actually in the retail version, because I'm sure DSP isn't going to play it over again. Which, well, thinking about it, thank god, really.[/QUOTE] Its funny though, the tool tip telling you how to crouch jump is still there.
Quite possibly late as it was posted two days ago, but someone is working on Xen maps for deathmatch and I gotta say they look pretty cool so far, even for just messing around with shaders / brushes: [t]http://embed.gyazo.com/ec7f7baf740e0bc36817661e2df8f4ee.jpg[/t] [t]http://embed.gyazo.com/ce86cda3e37dc5cf19984c5f582343b8.jpg[/t] [t]http://embed.gyazo.com/ae22e51e1ce9c7312a65c0f85c37c9d6.jpg[/t] [t]http://embed.gyazo.com/e8bfddbca2c8f6885f2bae7a31e065d2.jpg[/t] [t]http://embed.gyazo.com/e3c0c31cdae94079a6e5d48e051250f3.jpg[/t] [t]http://embed.gyazo.com/f024a7b64f1dd07f42564b826e546249.png[/t] Black Mesa Forums thread [URL="http://forums.blackmesasource.com/index.php/Thread/28212-Black-Mesa-Deathmatch-XEN-map-W-I-P-IMG/?postID=609310#post609310"]here[/URL]
What Engine is Black Mesa running on? Is it still the Source Engine?
[QUOTE=GHOST!!!!;47779739]What Engine is Black Mesa running on? Is it still the Source Engine?[/QUOTE] Yes, their own modified branch of it. They bought the licence from valve
[QUOTE=TextFAMGUY1;47777812]Could you explain how you did this in more detail? I was sure I'd fixed this, I tested it a bunch when I reworked that scene. There's a trigger under the elevator set to kill physics objects, so that shouldn't have been possible. [/QUOTE] I just slid the chair in as soon as I approached the door and it got caught under the top lip of the elevator door. To be honest it probably involved split second timing that I probably couldn't repeat even if I tried
[QUOTE=teddthebucfan;47779805]I just slid the chair in as soon as I approached the door and it got caught under the top lip of the elevator door. To be honest it probably involved split second timing that I probably couldn't repeat even if I tried[/QUOTE] That would explain it. Crafty! The trigger to kill physics objects is only on the bottom/base of the lift, so jamming it in the ceiling of the lift is still possible. I hadn't thought about that. I'll have to make the trigger encompass the whole lift, will get that done for the next update.
Well, I noticed that if you don't do anything for some time the elevator will just drop by itself but I couldn't find a way to save the scientists. Also, I'll repeat my earlier question: are there any plans on releasing the source code?
[QUOTE=chipsnapper2;47776279]For the record, auto crouchjump would have saved this man's brain cells.[/QUOTE] if he played anything but CoD crouch jumping should be an innate skill at this point, its been in pretty much every shooter since quake
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